Elevated by RGBA and TBC is pretty awesome: http://www.pouet.net/prod.php?which=52938
One of the cool things (among the many very, very, cool things) is the lights in the sky which match / mimic / are simultaneous with certain notes in the music.
In order to have a similar effect, I think I would have to understand how/where the state of the tracker is stored in the RAM?
Anyone have any hints?
up and down to select a dither. z to re-randomize the two colors being dithered.
In demos, there are sometimes coordinated sound and visual effects. For example, in Elevated by rgba, there are lights in the sky that are coordinated with the notes.
Is the current state of the music system visible in the pico8 ram somewhere?
Yesterday @LivelyIvy (author of the game Gravity Ghost) said on twitter: "I have married @SteveSwink. He seems really friendly!" (Steve Swink is the author of the book Game Feel).
So I tried to make something "feel floaty".
No, there isn't anything else.
This is not actually a game, just doodling around with PICO-8. You can't do anything. You can't win (or lose).
Previously, clicking on the play link on the forum went to a new page, and I was able to play those cartridges.
Now, clicking on the play link opens a black box, and I can't play.
Currently, the control-shift-J debugging console shows:
pico8.js "preload time: 61 ms" pico8.js:8:23 ">codo_init" pico8.js:7:485 "platform: Emscripten" pico8.js:7:485 "codo_system_init" pico8.js:7:485 "codo_reset_timer" pico8.js:7:485 "codo_gui_init" pico8.js:7:485 "codo_keys_init" pico8.js:7:485 "codo_text_init" pico8.js:7:485 "codo_video_init" pico8.js:7:485 "codo_mouse_init" pico8.js:7:485 "codo_joystick_init" pico8.js:7:485 "<ok" pico8.js:7:485 "codo_set_screen 580 420 8 100codo_fopen_vdisk pico8.dat (rb)" pico8.js:7:485 "codo_fopen pico8.dat (rb) opened" pico8.js:7:485 "codo_load_pod: pico8.dat failed " pico8.js:7:485 "couldn't load gfx1.pod" pico8.js:7:485 "exit(0) called" pico8.js:7:485 Use of getPreventDefault() is deprecated. Use defaultPrevented instead. bbs console.trace(): init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:477 e() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:477 a.parseJSON() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:487 Sc() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:56 y() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:339 .send/b() init.c2f64d23c4cf69134b807820c0019b241a772cd4.js:365
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I really like PICO-8 - it's really helpful to be able to learn a little tool, and stay inside that same tool until I finish a whole game.
However, one of my goals in playing with PICO-8 is to practice Lua.
Is there a way to turn off the PICO-8 specific syntax, so that I don't acquire "bad habits" of using += or whatever?
This is just me trying to learn how to use the map data. That tempting "door" at the top doesn't work yet.
Over Ludum Dare #32, sugarbyte and I made Extinction Explosion!!one!
While reviewing games, I discovered PICO-8.
This is (the beginning of) a very crude demake, of the already simple jam game.
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